Nitpick and Feedback Thread 2.0

Post » Sat Jan 16, 2016 1:19 pm

How many people use regularly unarmed combat? It would be better to define a button for "unarmed" then making all weapon buttons to let the weapon disappear.

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kelly thomson
 
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Post » Sat Jan 16, 2016 8:01 pm

I don't know how many use it, but that's besides the point. A work around like a bindable unarmed "weapon" is suitable. As long as those of us, who use unarmed combat, can escape the clunkiness of entering the pip-boy to unequip weapons.

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Horse gal smithe
 
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Post » Sat Jan 16, 2016 9:20 pm


^


This is also my take on it.

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sexy zara
 
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Post » Sat Jan 16, 2016 4:06 pm


It's not a bug. Designers clearly wanted you to bob up and down when walking and swaying when in Pip Boy mode. Why would you say that as a bug?

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Sophie Morrell
 
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Post » Sat Jan 16, 2016 12:02 pm


I haven't played the game since before Christmas but i simply can not recall having noticed anything like that myself, meaning that maybe it only affected some players and not the others, that is why i said it might be a "bug/glitch/performance issue".



Do you have any videos showing what you mean exactly?

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Claire Mclaughlin
 
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Post » Sat Jan 16, 2016 6:43 pm


No I don't have any video. I believe you are just not noticing it, so it doesn't effect you. Next time you play notice when you walk. Walk slowly. Then walk faster then run. I believe in first person mode this happens.



Next time you open up your Pip Boy, notice the edge of the Pip Boy how it sways. It doesn't effect most people, like yourself, but I am not the only person to complain and say this effects us. So having an option to turn it off would be great for us that it does effect and for those who like it, leave it.



An interesting thing though, if a lot of people don't even notice this feature, should it be gone completely? I mean that takes up resources and code to do. Eliminate the code, less resources and the game should run smoother no? So is it a feature we really need if people don't even know it exists?

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Nina Mccormick
 
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Post » Sun Jan 17, 2016 2:36 am

I've seen it with every type of enemy. It looks like they don't activate their ai if the spawn clipping an object. Super mutants stuck in lockers, sleeping raiders half in scrap metal etc.
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Scotties Hottie
 
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Post » Sat Jan 16, 2016 10:31 am

- a improved Scrap Function to scrap Things like Grass Pieces between the Streets, Pieces of Rubbish in the Houses of Sanctuary and other Structures, deleting hanging Bushes on the Walls, old Lamps, old Ventilators hanging still arround but not possible to scrap. Much more Things should be scrappable. I found so many Brushes in the Commonwealth but iam not able to clean my Housing Area from dirt and other Pieces? A Way to Patch the damn Roofes in Sanctuary. Let us Patch it or just delete/scrap those Buildings but do not give us this half Function of creating a Settlement. The Settlement Feature is for nitpicking People but then it should be like that too.




like this Mod:



http://www.nexusmods.com/fallout4/mods/4640/?

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Emmie Cate
 
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Post » Sat Jan 16, 2016 10:50 am

Thanks. Yellow, for starting and maintaining this thread.



As for my contributions, I've mentioned these in other threads, but it wouldn't hurt to mention it here, too:



  • Introduce a perk in the Perception line that allows VATS to highlight corpses. It would save soooo many hours of searching.

  • Introduce the option to sort items, especially in the Misc category, by Newest. Once that Misc category starts growing, it can be difficult to locate the item I just picked up, especially if I miss the pop-up.

  • Ask if I want to use a key or password. I enjoy solving the password/lock puzzles (and getting the exp for doing so), but if I inadvertently pick up a password or key, I'm robbed of the opportunity.

  • Place a star or other marker (example: *Hardware Town) on map icons where I've actually entered/explored an area, not just walked by. Right now, it's tough to know what places I need to go back to because I "discovered" them while on my way somewhere else (I've ended up keeping a list and it grows daily).

  • Allow me to look at just one sort of armor, as in JUST legs or JUST arms. It would help when making comparisons.

  • Separate Pockets from other mods. I like love NEED pockets; I'm a SOLE Survivor in the truest sense -- no companions, not even the dog, unless forced. And I don't do any chems whatsoever, so loading up on Buffout or whatever is not an option. [Edit: I don't do Power Armor either -- I think it looks incredibly goofy and simply refuse to wear it. It's also completely unnecessary -- I've already completed my first run (I'm on my second now) without ever donning it after that one quest at the start of the game.] Unfortunately for me, I have to sacrifice many other goodies in order to have that additional 50 carrying weight.

I'm on PS4, so no mods.

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Ross Thomas
 
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Post » Sat Jan 16, 2016 1:23 pm

Thanks to you and everyone else who has been contributing here, i might have created the thread, but the ideas are not all mines :)


Good list btw, gona be adding some of that later for sure!




Oki, next time i play the game im gonna keep my eyes extra opened for this!
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Kat Lehmann
 
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Post » Sat Jan 16, 2016 2:21 pm

It is people who are prone to motion sickness btw. that can get the same physical symptoms from playing the game (nausea, dizzyness and headaches). This have been around since 1st person shooters / games have become a thing. It doesn't happen in 3rd person. I took the worst off by increasing my 1st person FoV to 100 (not that I get sick, but the bobbing irritates me), but console players don't have this option.



It is also known as simulator sickness (from military fighter pilot simulators) It is basically because your eyes tells you, you are moving, but your body doesn't feel it. This disconnection, triggers the inner ear (which is responsible for your balance) and makes your body think it is posioned, and you get nauseated when the body wants to get rid of it. There are plenty of articles on it.



And kudos for maintaining the thread :)

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Allison Sizemore
 
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Post » Sat Jan 16, 2016 4:04 pm

Just thought of another:



Allow me to toggle items in my backpack as Do Not Remove/Do Not Sell.



Reasoning: Sometimes, when I have a boatload of stuff to unload, I will inadvertently sell or store an item that I wanted to keep in inventory. Pre-war money is a perfect example. I like to keep it for bartering because it's weightless, has a fairly decent trading value and has no other use. Yes, I know it can be converted to cloth but I have many, many other cloth sources. I'd love to mark pre-war money with Do Not Remove so that when I Store All Junk in the Workshop, the pre-war money stays put.



With regard to storage, I have special containers for a number of items and would love to have those items tagged so they don't go into Store All Junk. Teddy bears, Jangles, billiard balls and bowling pins... the list is rather long.



With regard to selling, I often end up with a items with similar names and if I'm hurrying to click click click get stuff sold, one or two items I wanted to keep get transferred. This is especially true when the menu scrolls up instead of down when click-selling or click-storing (why does it do that -- no rhyme or reason that I can see). I've even sold the shirt off my back or (gasp!) my wedding ring (noticed it immediately and canceled the sale, whew!)! It would be nice if I could simply tag specific items and have them not show up as available for sale/storage.

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Dark Mogul
 
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Post » Sat Jan 16, 2016 9:29 pm

Oh i see, thanks for the detailed explaination! That might explain why i have not noticed before.


Kudos to you too and to everybody else for helping keeping the thread alive and contributing with ideas!
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Ian White
 
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Post » Sun Jan 17, 2016 12:33 am

Here's a small nitpick that's been bothering me lately....why after you command a companion to go somewhere, or wait does your reticle stay in the command mode? I wish it would go back to normal after giving them a command...

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remi lasisi
 
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Post » Sat Jan 16, 2016 10:30 am

Just had a play through, sorry I can't remember if this was mentioned or not.



-when looking at containers and/or companions when exchanging loot, tell us how much weigh we have when looking at a corpse and show the companions weight as well so we know if we will be over encumbered if picking up that loot from a dead body or if our companion can't take anymore. Just not fun and annoying when you find out you are over encumbered or your companion can't take any more loot.

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OnlyDumazzapplyhere
 
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Post » Sat Jan 16, 2016 2:43 pm


Agree, but this was already added to OP a while back ;).



  • We should be able to scrap objects that start outside the Settlement area but end up inside it(like fell down trees, angled picket fences, etc); We also need to be able to scrap/remove stuff like: vines, debris, tree roots, leaf piles, tiles rubble and plywood doors from the Settlement terrain to make it look fresher/cleaner and more live-able.

  • Option to "Patch Up" pre-war buildings in our Settlements(especially on Sanctuary). Nothing very fancy or advanced, but at least we should be able to fill in some of the biggest holes in the roofs and the outside walls of the houses.







Agree, it was already added to OP a while back :).




  • While the loot screen is open, we should be able to see our own wight capacity status, in addition to how much the individual items weights, so we can easily decide if we want to take something or not, instead of having to open and re-open the inventory constantly. Just a matter of keeping the gameplay flow going.


  • Carry capacity for companions should be displayed in a similar fashion to how weight capacity is displayed for the player. A simple quality of life improvement.

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Matt Bee
 
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Post » Sat Jan 16, 2016 2:45 pm


I think(maybe i am wrong) that the reticle stays that way because the command function is still open, meaning that you can still issue further commands to your follower. I think one has to de-activate it manually by pressing Esc or Tab, don't remember all that well.



I personally don't know how useful that currently is, as i pretty much never issue commands to my companions at all, other than to tell them to stop blocking my path. So from my personal perspective the command function auto-closing after a single order like you suggest makes sense, but i think we should hear the opinion of someone who uses the "issue command function" very often, and see how that change might affect him for the best or worse.

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teeny
 
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Post » Sat Jan 16, 2016 11:37 pm


Wow, I missed both of them. Here I thought I was reading each post carefully. :P

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suzan
 
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Post » Sat Jan 16, 2016 7:29 pm


Haha it happens! There are a lot of points so it is easy to get lost, even i have to double check from time to time to see if something is already posted or not :P

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Lucky Girl
 
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Post » Sat Jan 16, 2016 8:49 pm


You mean specifically for the ".50 caliber" or in general for all weapons? If you mean in general, can't we do that already with some weapons? I haven't played in a while so maybe i am wrong.









That is indeed a great nitpick lol :) Haven't noticed it myself, but gonna keep an ear open next time i start the game! Good one!

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cheryl wright
 
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Post » Sat Jan 16, 2016 10:59 pm


Automatic being an upgrade from Bolt-Action.


& they should quit implying that the upgraded M-24 (hunters rifle) is upgraded to .50 when it's barely doing any more damage.


-ditto with the Pipe variety.

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KiiSsez jdgaf Benzler
 
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Post » Sat Jan 16, 2016 2:45 pm

I think we should be able to wear armor pieces with any article of clothing. If I can wear modular Armor pieces with roads leather outfit then I should be able to wear them with a tux a dress a casual outfit it might look silly but the option should be available.

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Alexis Acevedo
 
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Post » Sat Jan 16, 2016 10:37 am

So, umm, I just want to be able to customize my Power Armor HUD color. I dont really like orange, you know?
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Kristian Perez
 
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Post » Sat Jan 16, 2016 12:10 pm


/signed


it's a tad ridiculous the limitations on clothing/armor

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Charlotte X
 
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Post » Sat Jan 16, 2016 7:50 pm

Not an in-game thing, but on the PC, sometimes the location of the cursor will trigger "Load" or some other menu item from the menu. If you are expecting Quicksave to be selected, but select "Load" instead, it can make for a bad day.



The game should ignore cursor location at this instance, and retain the last-used setting. (In the case of someone who will Quicksave often.)

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Samantha Wood
 
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