Nitpick and Feedback Thread 2.0

Post » Sat Jan 16, 2016 5:35 pm


Just to say, I've seen this with ghouls, although I don't use the targetting goggles very often.


Spoiler
For me, they make sense only as a power armour mod and power armour only makes sense to me as a vehicle with the attached perceptual issues which kinda makes me feel.....uncomfortable in an "OMG! I'm about to Die!" kinda way. And that one's on me. I don't know if other people get as spooked out as I do about the prospect of being half blind in a vehicle under circumstances where an incoming sabot would not exactly be out of place.



It makes sense with some ghouls just laying about waiting for a creepy "rise from the dead" ambush. I'm often popping reposing ghouls. Sometimes, I've found deathclaws all curled up too. Mirelurks also have an ambush AI function. However, what you're describing, with respect to raider behaviour, doesn't make much sense in terms of Fallout 4's mechanics unless they're sleeping (i.e. in "beds"). Maybe there's a story element we're yet to trip over but, if I had to guess, I think you might be seeing a bug. I've read, elsewhere on this forum, descriptions of actors occasionally taking on the behaviour of other mobs (e.g. a http://www.gamesas.com/topic/1576744-little-things-that-annoy-you/?p=24775020).



I'm wondering if there might be a bug causing actors getting their ai mixed up (or if there's an unexpected connection or two in the actor ai settings)? It could be something as simple as Actor type (2) using Combat AI (1) (for convenience and to reduce duplication) when Combat AI (1) might, by default, return or feed back to Actor AI (1) - which may not make sense as a system of behaviour in Actor type (2). And, all of a sudden, we start seeing talking searchlights and reposing raiders who, incidently, are missing out on having "FUN!" :)

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krystal sowten
 
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Post » Sat Jan 16, 2016 6:37 pm

Is anyone else getting this? There are times when equipping the Gauss Rifle and I'm about to fire the first shot, yet upon charging it the weapon doesn't fire. I have to charge it up again and then it fires. Seems to always happen on the first shot. After that it works fine.



Not sure if that was done purposefully because it looks like a prototype thus one can expect it to malfunction, or if this is some bug. Regardless its a small annoyance that sometimes ruins a perfect shot.

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Tiffany Carter
 
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Post » Sat Jan 16, 2016 5:28 pm


Agree, also, i have noticed what you mentioned about some clothes not rewarding any resources when scrapped, but i never really tought much of it until you mentioned it now. I hope it is a bug/oversight, otherwise it makes no sense.









Thanks man! Yea i eddied the point about weapons mod to make it more clear as @ToJKa pointed out. I don't know why they went that route with weapons and not with armors, it just feels inconsistent :/



Good points there btw, i think a couple of them however might already fall into existing ones.

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Dan Scott
 
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Post » Sat Jan 16, 2016 12:58 pm

One thing I've noticed is that when you have a companion tagging along, sometimes a quest will try to replace your companion without asking you first. What happens is that you suddenly get prompted, completely out of the blue, to send your trusty companion to a settlement of your choice and it's pretty obvious that another NPC is lined up for the slot in spite of being totally unknown to your player character.



I think this introduces a social logic bomb of "One fine day in the middle of the night" proportions. It makes for great humor in the correct context (e.g. a crazy song someone sings somewhere in TESO) but introduces absurdity into the game when built in as a game mechanic. As an example of how important some reality checks are, even in fantasy, people who suffer chronic night blindness can really get their immersion broken even if the night-time brightness approaches functional levels in-game - i.e. as seen by people who don't suffer chronic night-blindness. I think that this is what drives the sense of urgency and popularity of mods, like http://www.nexusmods.com/fallout4/mods/191, which allow players to adjust night-time light-levels to be more representative of how well or poorly they see at night and which the playerbase has taken the trouble to implement from the very start.



Maybe it's just me, but I find myself wondering how many people would, under dangerous circumstances, send their best and most trusted friend home so that a complete stranger can take their place as the mission goes even deeper? Certainly, the NPCs of the Fallout 4 world seem to object to the Institute doing a similar substitution by replacing their friends with synths.

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Josee Leach
 
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Post » Sat Jan 16, 2016 11:18 pm

A small, but vital thing for people using unarmed combat, as per discussed here;



http://www.gamesas.com/topic/1580192-unarmed-in-power-armor/



In previous titles, you could unequip a weapon by pressing the corresponding hotkey it was assigned to, leaving you bare-handed. This ability is no longer available in FO4.

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Philip Rua
 
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Post » Sat Jan 16, 2016 12:47 pm

We should be able to store clothing, armor and weapons in the scavenger bench. Then they could be all scrapped at once instead of doing off the ground or at each individual work station.

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Christine Pane
 
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Post » Sat Jan 16, 2016 1:25 pm

Lots of good ideas here!



I would add:


-Being able to use grenades in VATS.


-When in a quest you can think of a logical way to not have to kill people, not being forced to.

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scorpion972
 
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Post » Sat Jan 16, 2016 9:03 pm

Good one, gona add it later!




Hi! Good stuff!



I would also prefer it if the game gave us more varied ways to solve some situations, a pacifist approach is lacking compared to NV. Gonna add it later.


Added grenade one to the OP :)

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lillian luna
 
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Post » Sat Jan 16, 2016 12:22 pm

Maybe I have issues, but I think they may have overlooked the option to stimpak non-follower allies, such as settlers and minutemen, etc., when in bleed-out.

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Lil'.KiiDD
 
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Post » Sat Jan 16, 2016 12:29 pm

Fix the sound when Kellogg shoots your spouse.



He is holding a revolver, yet you can hear a spent cartridge hit the floor after the shot as if he is using an automatic... So dumb.

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Angel Torres
 
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Post » Sat Jan 16, 2016 9:20 pm

Ok, updated the OP to include a few more points, as well as expanded upon a few others.


There are however still a few others that i have not gotten the time/chance to add yet!

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Anna S
 
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Post » Sat Jan 16, 2016 11:30 pm

I read through the list. It's a very excellent list. I need to gather my thoughts because I know I've had plenty.


As far as the grenade and power swing hot key goes, I wish (for the PS4) they used GTAV's swiping up on the Touchpad for a quick release. I'm not sure how XOne's quick grenade worked.
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STEVI INQUE
 
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Post » Sat Jan 16, 2016 9:56 pm


Thanks!



Looking forward to see your thoughts! :)

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~Sylvia~
 
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Post » Sat Jan 16, 2016 12:15 pm

Guess my idea was not good enough to be updated. :sadvaultboy:

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Jynx Anthropic
 
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Post » Sat Jan 16, 2016 10:31 pm








:P That is not necessarily true, it's just that i have not noticed it myself, it also sounds more like a bug/glitch/performance issue.


Never the less, that i add or don't add something to the OP does not discredit them, not at all, take into consideration too that sometimes i add stuff at different pace, some stuff might be added sooner than others, etc.

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Neliel Kudoh
 
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Post » Sat Jan 16, 2016 3:53 pm

Very nice list OP.



I'd like to add my own suggestion: When a player isn't present for a settlement raid, instead of having everything destroyed as it works currently, have the results determined by defence to food + water production ratio. If the player's defence is way lower than food + water than the settlement can still get wrecked, but for someone with a defence rating three times higher, for example, the damage could be minor to none.



Every time I've turned up to a settlement raid there's only been 4 or 5 raiders or supermutants. And I'm talking vanilla raiders/supermutants, no legendaries or varients. Some of these attacks have been against sanctuary, which has been kitted out with a defence rating of 215, and no matter where they came from they got instantly cut down without my help, including the time they spawned in the middle of the settlement past all of my defenses. However, one time I missed the warning notification and had to repair the whole settlement.



And on the side, maybe have arming settlers with better gear count towards defence rating? But more importantly I'd rather not have all of the silly repairing.

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Lil Miss
 
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Post » Sun Jan 17, 2016 12:55 am

not sure if this was listed. but add a button to signal your companion. when I overload myself with gear I don't want to slow crawl over to them, not to mention dogmeat automatically runs away from you.

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Kelsey Hall
 
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Post » Sat Jan 16, 2016 12:05 pm

Good points here. Weapons and bodies should despawn. Having alot of items on the ground could cause a larger loading time/loss of fps. Some of these could be easy modded by players, but they who use console cannot do that and need help from Bethesda.


Cheers,


-klevs

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Pants
 
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Post » Sat Jan 16, 2016 10:50 am

Most will be fixed in mods and many of the mods will be used in the next game, however probably none who improves UI.

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Paul Rice
 
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Post » Sun Jan 17, 2016 1:35 am

Dogmeat is pretty hopeless here, only way is to ordrer him to stay then you forget to have him follow afterward and have to go back.

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Robert Devlin
 
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Post » Sat Jan 16, 2016 6:54 pm

That's a very good list, I can agree to all (although sometimes only because you wrote "option", f.e. I don't want to get rid of legendary enemies) except one. I'm absolutely against the demand to be unarmed after pressing the weapon hotkey again. Much too dangerous in the heat of a fight. Would me possibly make to look for another game.



I have some additional wishes:



- First of all I would like an option to aim like in 1st person mode when pressing M2 in 3rd person mode, as many games have it, with every sights, not only with scoped weapons. So after pressing M2 you aim over the sights. Much better experience especially with the well made normal or glowing sights. It tedious and unpleasant to aim with non-scoped weapons in 3rd person now and it urges you to use the crosspoint.



- Pressing the diverse fast buttons for PipBoy windows again should close the window, as usual in games. Press I, inventory opens, press I again, it closes.



- Option to partly disable gore. I don't like exploding heads f.e., it's silly. So four options: full gore, no head exploding, no head exploding and no dismembering, no gore/blood at all.

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Amanda Furtado
 
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Post » Sun Jan 17, 2016 12:23 am

How do you carry so much stuff such as Power armour suits and how do you fit so much in a toolbox?


How does Cogsworth work underwater?


Why does Curie think Elder Maxson's plan to wipe out synths is a 'noble cause'?


Why do terminal screen colours change once logged in when wearing power armour.


Why can't you access a terminal with a chair in front of it when wearing power armour?



Etc, etc.

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Mandi Norton
 
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Post » Sat Jan 16, 2016 2:43 pm


Hi! Thanks, i definitely don't want to impose gameplay preferences that is why many things are "Options".


However, regarding the "double pressing the same weapon hotkey to arm/disarm" i personally feel it is the same thing as your suggestion about double pressing the PipBoy buttons to open/close windows. So if one is ok, i think the other should too :P, just a matter of consistency in my personal opinion.



I have some additional wishes:



- First of all I would like an option to aim like in 1st person mode when pressing M2 in 3rd person mode, as many games have it, with every sights, not only with scoped weapons. So after pressing M2 you aim over the sights. Much better experience especially with the well made normal or glowing sights. It tedious and unpleasant to aim with non-scoped weapons in 3rd person now and it urges you to use the crosspoint.



- Pressing the diverse fast buttons for PipBoy windows again should close the window, as usual in games. Press I, inventory opens, press I again, it closes.



- Option to partly disable gore. I don't like exploding heads f.e., it's silly. So four options: full gore, no head exploding, no head exploding and no dismembering, no gore/blood at all.




Good stuff, added all 3!









Thanks!


Agree regarding that, added to OP.

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Sarah Knight
 
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Post » Sat Jan 16, 2016 6:42 pm


The difference is that you are usually not stressed when looking into inventory, map or else. When in combat sometimes changing weapons is really stressful, especially with the change lag bug. If you hit the button twice you are suddenly without weapon at all. Or you hit a button while running (W is near 1,2,3). So maybe the "unarmed" feature should be an option although I actually don't see the point in such a button mechanic anyway. Is it for players with perks in unarmed damage? Then it would be better to have an option to assign a button to unarm you.

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.X chantelle .x Smith
 
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Post » Sat Jan 16, 2016 11:58 pm

This is how it was in all the other Fallout games. So if you have a weapon binded to 3, and equipped, pressing 3 would unequip it. So can't see the concern unless you always frantically press weapon hotkeys at random during combat. People using unarmed combat have to go into the pip-boy at the moment, to manually unequip their weapons when entering close combat, making it very clunky.

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jadie kell
 
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