Things Fallout 4 needs

Post » Sun Nov 29, 2015 6:52 pm

Excellent list. I would onu add one thing in addition to the stuff already covered: Armory.

I want a building/structure I can build in settlements where I can put weapons and armor my settlers will equipt on thier own. Why can't we give our people better stuff? They have unlimited ammo, for instance .38, but if you give them better weapons chambered in .38 and equipt the weapon they run out. And it's a drag to manually make each settler equipt armor.

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rebecca moody
 
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Post » Sun Nov 29, 2015 6:56 pm

A long barrel mod for the Plasma Rifle. Instead it has a flame-thrower mod, meaning if you can't make a semi-auto carbine like you can for the laser rifle, only a scatter-gun, assault rifle, sniper, or flame-thrower.

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Rebecca Dosch
 
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Post » Sun Nov 29, 2015 6:27 pm

With all the emphasis on crafting I find it hard to believe that an Ammo Crafting Bench was not part of the plan. I figure that they made this decision to induce artificial difficulty by limiting ammo but it's kind of ridiculous, especially on harder difficulties. Surely it will be modded, actually it already has, but it should have been included in vanilla.

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James Smart
 
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Post » Sun Nov 29, 2015 3:18 pm

Followed
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Roberto Gaeta
 
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Post » Mon Nov 30, 2015 3:05 am

One thing I'd really like:

In the Weapon Crafting mode, another option alongside "Scrap Weapon" called "Break down into mods". Selecting this destroys the weapon and returns no crafting materials, but instead drops all the mods from that weapon into your crafting storage.

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Josh Trembly
 
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Post » Mon Nov 30, 2015 3:43 am

I'd like that as well.

Lately I've been foregoing trying to strip mids from weapons and using the excess mods from my customizing as barter.
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Johnny
 
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Post » Sun Nov 29, 2015 5:56 pm

Weapon and Armor display racks/cases.

More weapon mods for the .44 magnum i.e. a long barrel that increases zoom without having to equip a scope.

Ammunition crates as a base item.
The ability to turn off criticals in Vats in favor of the RNG version outside of it.

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Catherine N
 
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Post » Sun Nov 29, 2015 5:08 pm

Keybinds

Keybinds

Keybinds

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Noely Ulloa
 
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Post » Mon Nov 30, 2015 3:24 am

First, Killyox, thank you very much for making and maintaining this thread. It is very well organized and provides constructive criticism. I hope the PTB are making notes. Wouldn't it be nice if one of them popped in with a response?

Second, I agree with virtually all the points you made, including the classification of Major vs Minor. In my opinion, you've also received a lot of great ideas from other posters. Toggle helmet, craftable ammo, one-button outfit change, a better explanation of settlement building, a menu to see which settler is assigned to which job? Yes, please.

Here are a few points I didn't see listed in the OP or by other posters:

-- Gamma slider. The game is so bright! I wish I could darken it up just a bit.

-- UI opacity. I would love to be able to darken the backgrounds of open windows (container windows, workshop menus, etc). Very often, when my character is in bright sunlight, I can barely read the items on the screen. If I had the option to darken those windows, it would make my life much easier.

-- Map notes. My character has run across a few locations that have not triggered an icon on her map. I'd like to be able to drop a pin on those locations so she can revisit if needed. I'd also like for her to be able to make a note of places that had things she couldn't access (perhaps her lockpicking wasn't high enough yet), so she can go back. Right now, I'm having to do that on paper. How old-fashioned!

-- Whistle to call Dog. I try my best to avoid dragging that dog around with me but for the times when I'm required to have it accompany me, I'd like a whistle to call it back when it wanders away.

-- Immediate updates when using multi-component items for building/modding. Example: Duct tape breaks down into Adhesive and Cloth. If a recipe uses Duct Tape to fulfill an adhesive requirement (but that recipe doesn't need cloth), it takes a game-hour for the cloth to end up back into inventory. Up until a day or so ago, I thought I was just losing those items and that saddened me. When my character manually breaks down items, the inventory is updated immediately, so I can't think of a reason why there is a delay when the items are used (as opposed to "scrapped").

-- Typewritten version of handwritten notes (very minor). The handwritten notes is a very cool idea but they are very hard to read. Perhaps if the ink was darker that would be ok, too.

-- An announcer for the Classical station. Someone very snooty who simply refuses to acknowledge that the world has gone wrong but still reports the news (perhaps with his/her own biased editorials). Additionally, it would be nice to know the names and artists of the classical pieces. I recognize most of them, but some are unfamiliar to me.

-- [Bug fix] -- Often, when my character is out in the field, Sanctuary's settlement looks like it's in trouble. Somehow, there are no beds, no food, no water, no power, and so forth. So my character makes a beeline back there, only to find everything's fine and her settlers are happy and productive. Although she's relieved to know everyone's ok, it is a waste of her (and my) time.

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Jordan Moreno
 
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Post » Sun Nov 29, 2015 10:23 pm

PLEASE PLEASE PLEASE - a keyring, and a codebook, for Inv-Misc. We don't even need to SEE those (seriously, even the passcode entries don't actually list the code, they're just keys by another name).

How am I supposed to find the note I just picked up, or scoll through for a holotape, among all the "Example Barn Key" "Theoretical Dungeon Key" "Whatsit Bunker Passcode" "Whatsit Bunker Key (2)" "Ahlookanother Key"...?

Linking all workshops as soon as you get Local Leader 1 would be nice (no supply lines or settlers necessary), as would having corpses be cleared (literally EVER) from settlements you've claimed.

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kirsty williams
 
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Post » Mon Nov 30, 2015 7:10 am

40 hours played so far on the PC , love it overall , and incredibly no major bug and just one crash to desktop in these 40 hours. And running well on a 3-4 year old mid range spec PC ... very impressive !

However:

- still no bows / crossbows / spears in the game, you would think that these basic weapons would be around and used in a post apocalyptic world

- annoying dialogue console style cross type of dialogue options + where are my Perception / Intelligence ... type of answers ?

- no craftable ammo ? really ? I can build mines , make drugs , make poisons ... but no ammo

- just one ammo type per caliber , no Incendiary , Armor Piercing , Incendiary Armor Piercing , Explosive , Tracer ammo ... sad

- missing 5.56 , 7.62 / 7.92 ammo ...

I know that most likely these will be available through modding, but it would be nice not to have to deal with that and potential extra bugs and hassle of doing it , plus taking care of mod compatibility

+

where all of these awesome dialogue options ?

http://imgur.com/gallery/dx5CG

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xxLindsAffec
 
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Post » Sun Nov 29, 2015 9:59 pm

There are a lot of good ideas here.

I'd like to see a sort of armor (and maybe weapon) dying station added to crafting, which could also include clothing. I'm aware that you can alter the color of armor through modding, but I'd like to see something with a lot more customization.
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Anna Watts
 
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Post » Sun Nov 29, 2015 8:17 pm

I'm with others - Need mannequins, need to bring needs for food/water/sleep back. Also need for armor/clothing choices(currently most pieces almost all look like each other and the range of styles, especially on general clothing - even more so on what very little can be worn underneath armor - is very limited). Would also be really cool to add ability to actually build weapons, not mod the preselected found weapons, but actually be able to strip weapons into components and reattach multiple components to one another and create ultimate weapons in some cases. Imagine the possibility of weapon choices if you mix-match parts of several different weapons into a type of uber-weapon(ie. A death-claw gauntlet that fires laser or plasma projectiles as well). Speaking of unarmed weapons, would like to see gauntlets be usable while in power armor, and the ability to sit while in power armor as well, always used to be able to do those things, now they act as if power armor if just a clunky robotic suit which has almost no versatility at all.

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Tiffany Carter
 
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Post » Sun Nov 29, 2015 6:38 pm

Possibility to remove grass or at least make it impossible for grass to go thru other texture quite annoying when i builded a big fancy hangar to store my powerarmor and i have grass coming from below in middle of it and no way to remove them i even tried the console -,-

also it's been said but the keyring/note section existed in Fo3 so i really don't understand why it's not in Fo4 and it's seriously missing.

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phillip crookes
 
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Post » Sun Nov 29, 2015 4:53 pm

A better assault rifle so I can actually use my 5.56 rounds.
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Vivien
 
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Post » Mon Nov 30, 2015 5:00 am

I agree hardcoe Mode would be great, hopefully as an update...

More realistic global damage
Slower buildup of experience/leveling
Built-in Primary Needs feature, requiring you to eat, drink, and sleep on a regular basis
Sleeping recovers health/condition depending on time spent sleeping
Ammo has weight
Repair system for weapons/armor (Maybe? Not quite sure how it would work, tbh)
Weight of armor is reduced when equipped
First-person Visor Overlays for helmets
Immersive Health Visuals
Enhanced Vision Modes for PA helmets (Night Vision, Heat Vision, etc.)
Companion Death

It'd be extra nice if in the event you did this, you made each option configurable, so people can of course pick and choose which ones we do and don't want.

(I lifted some/nearly all text from FWE/PN, don't judge me :P)
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Charlie Sarson
 
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