Nitpick and Feedback Thread 2.0

Post » Sat Jan 16, 2016 3:32 pm

This is a re-post of a thread of mine on the Steam General Discussions, in the hopes of it expanding it's target audience and hopefully being noticed by some developers themselves, and/or possible members of the modding community.


The thread is a list of quality of life improvements and/or small feasible changes/additions that would hopefully make the game even better, whilst not be so hard to implement.

Some ideas were originally mine, while others were taken from direct or indirect feedback by other people.




  • Holster weapons need to be visible like in previous Fallout. This small detail adds a lot of believability and immersion to the world. Some trailers and screenshots mislead you to believe this is in-game when it currently isn't.


  • We should be able to un-equip a weapon by simply pressing the corresponding hotkey it was assigned to, leaving you bare-handed. This option was already available in previous Fallout games.


  • Combat Helmet headlight should work, in a similar way to how the Miner and Power Armor helmet works.


  • The "Rotisserie Spit Cooking Station" should have a fireplace/bonfire by default under it to make it more believable/immersive. Right now it looks kinda odd.


  • "Bashing" damage needs to be displayed on weapon stats.


  • Dead bodies(including those that are "quest related") should disappear after an ingame week(maybe less) has passed and the corpse is already fully looted, it is a bit annoying to see the bloatflys Cogsworth kills at the begining of the game still laying dead in the floor at Sanctuary 100h into the game, or the previous Minuteman General still lying dead at The Castle cellar, among others. One could think that the corpse(s) would have rotten by now, been moved/buried by settlers or at least eaten by wild animals already.


  • Droped weapons(specially those of killed enemies) should de-spawn after after an ingame week(maybe less) has passed, by that time somebody else would have picked them up already. Also, having so many objects on the world might affect performance, increase loading times and/or cause laggs.


  • The "Targeting Visor" modification for the Power Armor needs to have different colors for friends and foes, instead of using red for all. It also needs to stop coloring when in conversation mode.


  • There should be an option so simply remove mods from weapons, without having to replace them(costing materials) with a default/basic one; It should work like the armor mods/upgrades, where one can simply select "none". This already exist for some mods but not for others, it should be more consistent.


  • The map should display all currently available(not owned by any NPC) Power Armors that we have discovered, not just the last equiped one. Or at the very least it should display the ones that are "atached" to a power armor station.


  • BoS Vertibird should be more flexible in regards of where it allow us to go, we should be able to travel to un-discovered POI in it, as long as we have them marked in the map. As of right now it is nothing more than a "fancy looking" Fast Travel button. Vertibirds in general(including NPC ones) need their Health buffed and maybe their "fly patterns" inspected, as right now they are constantly crashing, exploding and getting blown up in the background. Does the Brotherhood has infinite Vertibirds now? It certainly would appear that way.


  • There should be an option independent of Difficulty Level that allow us to turn completely off Legendary Enemies and the "random generated Legendary Items" they drop. I neither find the enemies interesting/hard enough, nor the items/weapons useful, and it just distracts from the immersion and believability of the world.


  • We need to be able to build Weapon Display cases, Mannequins that can display clothes and hats, etc. The trailer and screenshots hint to this already, but sadly did not made it into the game.


  • Our house at Diamond City needs to have more build and decoration options, right now it feels like a waste of money. Stuff like crafting stations(better to have them inside the house to avoid unnecessary loading screens), walls so we can make individual rooms, etc would be a great place to start. It's resources should be link-able to the other settlements too!


  • All Settlements in general should get expanded crafting options, simple things such more diverse "Animal Heads decorations" for walls(like Yaoguai, Deathclaw and Radscorpion), food planters(for indoors), bunk beds, preset-corners that are facing outside, columns/pillars, indoor walls(that actually work as such), and maybe even a whole new type of building: glass, so we can build greenhouses and such, would be a great place to start!


  • Redistribution of Pipe weapons and other post apocalyptic items that should not be found in places that have been on lock-down since pre-war. I understand that this is partially because of random item placement, but i think it should be addressed somehow regardless, as it is a big immersion breaking small detail. More hand placed items in general in places that have presumably not been raided/looted yet would be nice and/or maybe "tagging" items as "pre-war" and "post-war" and making the random placement take that into consideration.


  • While on the Pip-Boy, we should be able to tab/move trough the different menus by simply pressing their corresponding hotkeys(open the map by pressing M, open inventory by pressing I, etc). Also pressing the same hotkey twice should close the Pip-Boy.


  • There should be a menu on the Pip-Boy that displays where our already recruited companions are located. Also there should be an option to send Companions to their original location(after you already send them somewhere else first), example: send Valentine and Piper to Diamond City so they can continue with their lives, etc.


  • The current relationship status with our companions should be displayed on the Pip-Boy in the form of a "relationship-bar".


  • 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.


  • 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.


  • Local map needs to be clearer and more serviceable, i understand it is the way it is right now as a "tribute" to the original games, but sadly ends up just being frustrating and not useful at all.


  • There should be 3 "sub-menus" in the Misc category of the inventory, in the form of a Key Ring(where all keys be located), Personal Folder(where all notes be located) and a Holotape Collection(where all holotapes are located). Right now it can be frustrating to find anything in the Misc category.


  • We should be able to move the workshop around the settlement construction area, if anything just a matter of Aesthetics.


  • During a settlement raid/assault mission, if the player is away and ignores the quest, the game should check the defense bar compared to the other resources and auto resolve the battle accordingly(meaning that if the defense is higher than the other resources, the casualties and damages should be minuscule, and the other way around if defense is lower). Arming and equipping settles should also increase the defense rating.


  • Defend settlement missions, should start outside the settlement perimeter, not inside it, the only exception should be when a Settlement is attacked by the synths(as they can teleport). Settlements should not be attacked by synths however, if the player is on a good mood with the Institute(this is most likely a bug/oversight currently)...


  • Settlement construction interface needs to be more Sims-like(eagle view, disconnected from where the character is standing and make the game go into pause), right now it is frustrating as you have to be running around the base all the time, the perspective does not lets you clearly see objects positioning and things don't always stick together as they should.


  • Settlement's terrain and infrastructure needs to be inspected closely and fixed, as right now one usually end up having stuff clipping through the floors or floating through the air.


  • Better pathfinding and objects collision/physics for NPCs and companions. Right now they keep getting stuck, other times we end up with Brahmin on the roof of Sanctuary, etc.


  • 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.


  • Move and Supply Line commands should open the map when selected and let us simply click on the settlement we want to assign that Settler to, instead of opening the settlement List by name. It is hard to keep track of Settlements by name as well as the list does not display enough relevant information like the current number of settlers there, their happiness level, etc.


  • It should be easier to see what task a settler is assigned to, sometimes they are sleeping or simply far away from their designated workstation and we can not see it highlighted without doing extensive running around. In my opinion a prefix should be displayed next to their name similar to "provisioner", something like scavenger(if working at the salvage station), farmer(if assigned to food production), watcher/security(if assigned to a lookout/watch post), doctor, trader, etc, you get the idea...


  • Grenade and "power bash" need to be linked to 2 different keys. Just a Quality of Life improvement, sometimes we miss-click or hold the key too long and end up doing the opposite to what we were wishing to do.


  • Separate keys for "View Character" and Open Settlement Interface. Another Quality of Life improvement, right now while inside any settlement it is extremely hard to use the "free camera" to see our character outlook.


  • Implementation of a hardcoe mode like in New Vegas, It should be a different setting independent of difficulty and it should require food, water, sleep like in NV to survive, ammo should have weight, the use of stimpacks should be altered a little so that limbs need to be healed individually if broken and addiction should only be curable by doctors. Random supplies and loot(the ones not produced by settlements) should not respawn in hardcoe Mode.


  • Fov slider for 1st person view, right now most weapons simply take too much screen space(especially annoying with Institute rifles that have an Scope).


  • Ability to scroll down/up using the Mouse Wheel on the Perk Tree. Why do i have to use the mouse and point to the bottom/top of the screen instead of simply scrolling with the mouse wheel up and down? The rest of the game uses the mouse wheel correctly, why not here? An small gameplay inconsistency, but very frustrating.


  • Esc key should always be used instead of Tab to exit ALL terminals, finish dialog, cancel current choice, etc. Right now some things require Esc while others require TAB, it needs to be more consistent. It just feels more natural to simply use Esc. Like the point above, an small detail that can be very frustrating at times(especially visible at Settlements Workshop).


  • E should replace Enter in all menus and terminals, right now sometimes we need to press E while other times we need to press Enter(Actually we can always use E but the interface does not inform us/display this information correctly). Another Gameplay inconsistency.


  • Texture updates! While i like Fallout 4 graphics and art style overall, i must say that many textures, specially NPCs faces leave a lot to desire. Better lip sync while we are at it too!


  • Small re-balance of SMG weapon in comparison with Automatic Pipe Weapons(pipe weapons weight less and do almost the same damage whilst having a way more common type of ammo, making the SMG rather pointless); and re-balance of Institute Weapons in comparison with Laser Weapons(even though both use the exact same ammo, the institute weapons are way weaker in comparison, making them irrelevant/obsolete almost immediately).


  • Quest NPCs that the player is following, or are following the player themselves should keep the same speed as the player. Similar to what the Witcher 3 did, just an small quality of life improvement.


  • Expanded ending sliders similar to Fallout New Vegas, displaying what happened to key NPCs, companions, mayor/minor factions, etc.


  • More user friendly way of scrapping clothes, without requiring the player to constantly drop things in the floor.


  • Option to toggle 1st person view while aiming on 3rd person view; Also option to toggle 3rd person view while sprinting in 1st person view. Many other games already have this.


  • More individual options/settings and on/off toggles regarding gore. Like option to disable exploding heads, option to disable dismembering and option to disable blood.


  • Ability to effectively use grenades while on V.A.T.S.


  • Abbility to switch between left/right over-the-shoulder view, when in 3rd person view. A lot of 3rd person games already have this feature.


  • Rather than having Preston automatically give you new missions every time you go near him, the missions should be linked to dialog option/choice. Furthermore we should be able to say No for an answer.


  • More pacifist approaches/ways of resolving quest.


  • More meaningful and different conversation paths and replies from NPCs, so that not all dialog lines end up being the same reaction-wise, as it happens now on several occasions(most visible when arriving at Diamond City for the first time and participating on the argument between The Mayor and Piper).


  • The .50 caliber ammunition should be more realistic/authentic, right now it's representation in-game is nothing similar to the real one, the rounds themselves looks way too small and thin, and they do not have enough punch nor deal enough damage when fired. Fallout New Vegas already had a better representation of it, and so did Fallout 3(via mods).



If you find yourself agreeing with some of the points above, please say so by at least leaving a "+1" or a "/Signed" comment, it helps keep the thread alive so that more and more people might notice it, and hopefully even act on it too. Suggestions are always welcomed, but let us all keep the comments constructive and amicable please!


Cheers!

User avatar
Mrs. Patton
 
Posts: 3418
Joined: Fri Jan 26, 2007 8:00 am

Post » Sat Jan 16, 2016 5:41 pm

Actually, some mods for weapons don't require parts, like standard sights, and i keep all the old mods in a container in case i find a gun i want some part from. Also Pipe Weapons are pre-war design: http://fallout.wikia.com/wiki/File:Guns_and_bullets_-_Street_Guns_of_Detroit.jpg

Otherwise, would be nice to have things, but never gonna happen from BGS side. Well, some, maybe, as a part of a DLC. But i'd rather bet on the modders.
User avatar
gemma king
 
Posts: 3523
Joined: Fri Feb 09, 2007 12:11 pm

Post » Sat Jan 16, 2016 11:40 am

Yeah, Bethesda will leave all that to the modders.

User avatar
Guy Pearce
 
Posts: 3499
Joined: Sun May 20, 2007 3:08 pm

Post » Sun Jan 17, 2016 1:02 am

Lot of good stuff in there.

User avatar
El Goose
 
Posts: 3368
Joined: Sun Dec 02, 2007 12:02 am

Post » Sun Jan 17, 2016 1:26 am


I need to rectify that about weapon mods, some things work like this already true, but others don't. I think it should be more consistent(even if not realistic), at least from a gameplay perspective.




Hmm interesting, from what Fallout is that magazine? I have never seen mention of the pipe weapons on the fallout wiki before fallout 4 came out.

User avatar
Romy Welsch
 
Posts: 3329
Joined: Wed Apr 25, 2007 10:36 pm

Post » Sat Jan 16, 2016 8:04 pm

Most of your suggestions are excellent. With weapon modding, I follow the route that ToJKa takes, I take my excess weapon mods, the ones that I've replaced, and store them in the workbench. That way, when ever I'm in a settlement and use a weapons bench, they become available to replace a mod on a weapon that I want to add to another weapon. But it is tedious. Your idea would expedite the process considerably. Why didn't they make the weapons station like the armor station? In the armor station, if you're pulling a mod off you can replace it with the "none" option, thus take that mod and put it on something else.



In regards to settlements, these are some of the things I'd like to see:



1) Like you said, the ability (especially in Sanctuary) to repair the existing houses. Either that, or just let me scrap them. I'd love to have the ability to completely restore Sanctuary with the workshop. Same is true for Sunshine Farm settlement. I want to get rid of those shacks, or be able to repair them. And while I'm on the subject of Sunshine Farm, I want those ghoul bodies gone for good. I spent 20' lugging those bodies out, only to have them reappear whenever I return. They just won't go away permanently.



2) I want to create street lights for Sanctuary, especially around that big tree. I know there are ways to create poles & such and then and a light to them, but I want actual street lights.



3) There are many items I've found in the world that I want to add to my house and/or settlements. Specifically, I want some of those monkeys with the glowing eyes that bang the cymbals. I've got a few of the "Jangles the Space Monkey" already, but the cymbal's monkey would be a nice addition.



4) I want to be able to place items on tables/shelves ect without them falling through to the floor (and sometimes through the floor) when I return. It defeats the purpose of decorating.

User avatar
maya papps
 
Posts: 3468
Joined: Mon Aug 07, 2006 3:44 pm

Post » Sun Jan 17, 2016 12:15 am


It is a Fallout 4 magazine, so it's just Bethesda rewriting things as they go, as usual. Like with the T-60 :hehe:

That magazine is located in

Spoiler
Gunner Plaza

User avatar
Matt Gammond
 
Posts: 3410
Joined: Mon Jul 02, 2007 2:38 pm

Post » Sat Jan 16, 2016 7:20 pm

I have to concur with TojKa and Tawnee the modding community will be the ones to flesh out the game to a whole new level . . . as usual though.

User avatar
Da Missz
 
Posts: 3438
Joined: Fri Mar 30, 2007 4:42 pm

Post » Sat Jan 16, 2016 2:23 pm

love the collection of great points; can't believe you missed this one:



  • the .50 Caliber should be, indeed, the .50 Caliber.

  • there should also be an option to craft a Semi-Automatic upgrade.

that is all.

User avatar
leni
 
Posts: 3461
Joined: Tue Jul 17, 2007 3:58 pm

Post » Sat Jan 16, 2016 7:28 pm

a lot of relevant things in there

User avatar
Marquis T
 
Posts: 3425
Joined: Fri Aug 31, 2007 4:39 pm

Post » Sat Jan 16, 2016 3:30 pm

that is soooo not all.


  • it should also blow the head off of a stoopid Deathclaw. :P

User avatar
Sherry Speakman
 
Posts: 3487
Joined: Fri Oct 20, 2006 1:00 pm

Post » Sun Jan 17, 2016 2:12 am

Remove head bobbing when walking and Pip Boy swaying to help eliminate the motion sickness people seem to be getting. (I know I am getting it. Haven't played Fallout 4 at all yet during Christmas break. :sadvaultboy: ) Xbox One if that makes a difference or not.

User avatar
Spencey!
 
Posts: 3221
Joined: Thu Aug 17, 2006 12:18 am

Post » Sat Jan 16, 2016 12:47 pm

I'd be happy right now if I could just place items on tables/shelves without having them explode onto the floor next time I return to the settlement. Hell, even the magazine rack won't hold it's cargo. I have this huge mansion that I am fond of, and it's fully of empty desks and shelves. Ruining my immersion.



Extracting raw materials out of clothing pieces - is dropping it on the ground and manually scrapping each piece really the way it should be done. . .? Should be able to do that at the armor bench.



Difficulty - there is none. Survival setting was pretty much trivial ever since around level 10. I often have to check my difficulty settings to see if my wife is trolling me and came in and switched it to very easy. I one-shot everything. I take no damage. Therefore, food and chems are useless. They are just a way to turn loot into exp and caps. Which brings me to next point:



Caps - they are useless. There's nothing worth buying. I think I bought one piece of armor because it visually matched my set. Other than that, there's really nothing to buy unless you run out of building resources.



Having to go around and collect scavenged items, produced items, or caps from each settlement individually - annoying since there's never really any way to know if those workshops have accumulated anything.



Load times - it's bad sometimes. It really takes me out of it when I plan what I'm going to do based on reducing the number of load screens. Railroad for instance, before you get the ability to fast travel directly to it. Turning in a quest there was a load screen from commonwealth to church, church to RR, then leaving RR to church, church to commonwealth. When load screens can be 30-45 at times, that's a lot of time sitting there staring at a screen.



Not enough content. The main quest lines are pretty short. You can breeze through them in no time. There are a lot of misc quests along the way, but most of the game seems to be these endless loops of clearing out the same 5 places, getting the same 3 pieces of tech for scribe haylen, or rescuing the perpetually kidnapped Abernathy farm residents.



Dialogue challenges - honestly they are pretty pointless considering you can save the game and load again if you do not pass them.



Biggest thing for me though has to be the difficulty. There's no real difference between a rad roach, deathclaw, or mirelurk queen. They are all equally dumb npc's that offer no real challenge and require no real strategy to kill.

User avatar
Esther Fernandez
 
Posts: 3415
Joined: Wed Sep 27, 2006 11:52 am

Post » Sat Jan 16, 2016 10:42 am

Power attack/Gun bash NOT being the same [censored] key as throwing explosives.

User avatar
Rachael Williams
 
Posts: 3373
Joined: Tue Aug 01, 2006 6:43 pm

Post » Sat Jan 16, 2016 12:39 pm


What the hell kinda weapons and armor are you carrying and perks do you have for survival difficulty to be that easy at level 10???

User avatar
Mr. Ray
 
Posts: 3459
Joined: Sun Jul 29, 2007 8:08 am

Post » Sat Jan 16, 2016 3:34 pm


I believe the first things I started with were ninja and sneak perks. Pretty much makes the game trivial.

User avatar
emily grieve
 
Posts: 3408
Joined: Thu Jun 22, 2006 11:55 pm

Post » Sat Jan 16, 2016 10:53 am


Oh yea Ninja. Yep a way too OP perk. I can't imagine what that's like with blitz too.



Stealth has always been way too easy and op in BGS games.

User avatar
Music Show
 
Posts: 3512
Joined: Sun Sep 09, 2007 10:53 am

Post » Sat Jan 16, 2016 8:20 pm

Thanks to everyone who has bothered to reply so far, there have been some great ideas, keep them coming! I will definitely edit and expand the OP later!



Cheers! And Happy New Year btw!

User avatar
Vincent Joe
 
Posts: 3370
Joined: Wed Sep 26, 2007 1:13 pm

Post » Sat Jan 16, 2016 4:07 pm

While I find many of these to be "Quality of Life" issues that will either be patched all together or simply implemented in the next Fallout,



+1 anyway.

User avatar
Bones47
 
Posts: 3399
Joined: Fri Nov 09, 2007 11:15 pm

Post » Sat Jan 16, 2016 1:07 pm

Zip guns were in the first two fallouts and tactics, which are basically a general pipe gun. Non e of the other fallouts made a point of identifying them as pre war though and I always assumed they were made after the war, but I may have been mistaken.
User avatar
Emily Shackleton
 
Posts: 3535
Joined: Sun Feb 11, 2007 12:36 am

Post » Sat Jan 16, 2016 6:14 pm

Excellent list Yellow, definitely gets my vote.



But yeah, wouldn't hold my breath on Beth following up on it, though Hope springs Eternal.

User avatar
Pants
 
Posts: 3440
Joined: Tue Jun 27, 2006 4:34 am

Post » Sat Jan 16, 2016 9:28 pm














Thanks you, not all ideas were mine originally tough. So if you or anybody else has any of your own feel free to post it! The more the merrier as they say :)
















;)

User avatar
Horse gal smithe
 
Posts: 3302
Joined: Wed Jul 05, 2006 9:23 pm

Post » Sun Jan 17, 2016 1:57 am

Saves
-I (somewhat) have the option to change how often the game autosaves, if it saves on waking up, traveling, or after waiting.
But, I have no control over it autosaving every time I use the pip boy? I would like the option to turn this off.

-Sometimes I have to turn off my system, without waiting forever for the game to "quit", so I power my system off, after making a hard save. But, when you do this, the game makes an autosave- that is corrupt- every single time. I don't need an autosave on power down, let alone one that doesn't do anything. I would say fix it, but really.... just remove it and save everyone some time- we already have 6 ways to save the game. At this point, I don't know what saves I want to keep for posterity, and which I can just delete.
User avatar
Maeva
 
Posts: 3349
Joined: Mon Mar 26, 2007 11:27 pm

Post » Sat Jan 16, 2016 11:57 am


Kind of odd? Have you seen it in the rain? I thought it was the T-1000 posing as a spit when I first saw it. Still do. :nope:

User avatar
Dalton Greynolds
 
Posts: 3476
Joined: Thu Oct 18, 2007 5:12 pm

Post » Sun Jan 17, 2016 12:46 am

Power armor stations have no chains holding up the armor, at least on the xbox version. Obviously they're supposed to.


Bashing should be possible in VATS.


BOS vertibirds need a serious HP boost, or a behavior tweak. While watching every single one of them fight to the death and then explode is satisfying in a Micheal-Bay-Made-This kind of way, it doesn't actually make any sense within the context of the game world.


Check out the "http://www.gamesas.com/topic/1576744-little-things-that-annoy-you/" thread. Plenty of design decisions in there screaming for a modder with a firm hand.

User avatar
Arnold Wet
 
Posts: 3353
Joined: Fri Jul 07, 2006 10:32 am

Next

Return to Fallout 4