Few suggestion for making F4 a better game.

Post » Mon Nov 30, 2015 8:08 am

I'm around 60 hours in the game. I love it so far, but... yeah, we need to add some things and change some things.

1. Let us upgrade more armors. I'm not talking about attachable pieces, but armors like road leather, raider leather etc. What's the point of them, especially on v.hard and survivor mode, if you can't upgrade them? Same goes with full body armors like Kellogg's or Cage/Spike armor. They're so horribly weak and we can't upgrade them and we can't even attach anything to them. So. Stupid.

2. Please, put some kind of a marker on our companions when we look at the map/minimap. It's a pain trying to find them otherwise. Yesterday I spent 10 minutes before I found Piper and then another 10 minutes before I found Deacon. I swear, sometimes companions are glitched and they disappear without a trace.

3. We can place bobbleheads on the special stand, magazines too, but what about food and alcohol? I've built in the sanctuary small, pretty bar, but shelves where alcohol is supposed to be are empty. I've tried to drag bottles manually, but they just keep falling. I know, small thing, but it would be really great to have this option.

4. Give us more options to build things in our settlements. Furniture, walls, decorations etc. I know we can unlock some with magazines, but... give us more!

5. Limit is ridiculous. Only 20 in total? No, just no. Please, change it, Bethesda. You gave us an awesome feature, but yet again, so limited.

6. We need a better system to track our settlers' job. The current one is terrible and I constantly keep guessing who works where.

7. Okay, we need a warning when we accept a quests and it's only for a limited time. Quests like clearing ghouls/mutants for some villages or clearing area for a new beacon. I had no idea that if we ignore them for too long, they will fail. So yeah, warning would be nice. Or at least show us how much time we have left to finish theses quests.

8. It would be really great if we could travel with dogmeat + one companion. Just like in NV. I usually pick Piper or some other "humanoid" companion to have comments during quests, so yeah... dogmeat just sits in the sanctuary all the time.

9. We really must have some kind of tutorial for building the settlement for the first time. We're just thrown in the deep water right at the beginning and we have to guess how to build everything. No tips, no nothing. Honestly, Bethesda. Why would you do it? I constantly see forum topics where people ask how to build this or that. Or how to handle the electricity. Not only here, but on reddit or other sites.

That's all for now. I'll add new suggestion if I think of something new.

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Ysabelle
 
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Post » Sun Nov 29, 2015 7:56 pm

Most of things you mentioned (and more) are here

http://www.gamesas.com/topic/1554330-things-fallout-4-needs/

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Emmie Cate
 
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Post » Sun Nov 29, 2015 6:40 pm

Agreed.

All good ideas and needed.

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Harry-James Payne
 
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Post » Sun Nov 29, 2015 9:22 pm

As for # 9. THERE IS A MANUAL! Go to the save menu and choose Help. It explains a ton of stuff in the game, including settlements.

(all caps/bold was intended to draw attention not yell).

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chirsty aggas
 
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Post » Mon Nov 30, 2015 7:03 am

I wouldn't mind adding something to this list... (it's a moot point, but something to consider for the future).

For my first playthrough, because I want to focus on exploring, it wouldn't be bad if you could choose say an "automated" "default" settlement expansion that the AI will just do slowly throughout the game with the resources you collect. It might be too much work... But I imagine having 1 default template that it 'builds on' sequentially would be fine? Doesn't need to be dynamic, but just enough that I can "ignore" the settlement committment while sitll having 'basic' benefits from it, in terms of game livliness and immersion while focusing on exploration, combat and questing.

Kind of seems ironic, especially right near the start of the game that the protagonist would take SO much time to build the settlement with his "main quest" being what it is.... I mean... is it just me or does that kind of say something about the 'main quest' haha... completely kills the forced 'urgency'. Eh, anyway. Yeah a default template that auto-builds as an option for a first playthrough would be awesome!

Probably too late and pointless for that now considering most people are done with their first playthrough, but something to consider for other games, expansions, the future.

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Jessica Colville
 
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Post » Mon Nov 30, 2015 3:52 am

Didn't notice, sorry.

Well, it's a manual. And I was talking about [b]tutorial[b] during game.

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Jade MacSpade
 
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Post » Sun Nov 29, 2015 10:04 pm

[quote name="Ashii" post="24542692" timestamp="1447844378



2. Please, put some kind of a marker on our companions when we look at the map/minimap. It's a pain trying to find them otherwise. Yesterday I spent 10 minutes before I found Piper and then another 10 minutes before I found Deacon. I swear, sometimes companions are glitched and they disappear

Yea either mark them on your map or (in case you have too many in one location) have a companion menu that tells you where they are supposed to be....also for people having a hard time finding companions I've found out that first I usually dismiss them to a settlement with 0 people, for me it's red rocket...also it is a small settlement...and if I still can't find them I wait or sleep for a bit and then they show up..

6. We need a better system to track our settlers' job. The current one is terrible and I constantly keep guessing who works where.

Yea perhaps they could (while in workshop mode) display under there name what task or job they are doing when you highlight them.

7. Okay, we need a warning when we accept a quests and it's only for a limited time. Quests like clearing ghouls/mutants for some villages or clearing area for a new beacon. I had no idea that if we ignore them for too long, they will fail. So yeah, warning would be nice. Or at least show us how much time we have left to finish theses quests.

Did not know that...better run off to clear them..I've had 2 that I've been ignoring for quite a while now..I did have a kidnap mission fail after a while.



9. We really must have some kind of tutorial for building the settlement for the first time. We're just thrown in the deep water right at the beginning and we have to guess how to build everything. No tips, no nothing. Honestly, Bethesda. Why would you do it? I constantly see forum topics where people ask how to build this or that. Or how to handle the electricity. Not only here, but on reddit or other sites.

Yea little confusing at first, and them little pop-up hints...maybe would help if they stayed up for a few more seconds.
Also they need to allow roof sections to snap onto both sides of wall sections...more importantly to me is the damn corner walls! Really? The roof only snaps to the outside WTF!?!
[/quote]


Also a couple other things for me...
I want the "tick" markers back..at least have friendly ones show up all the time, i don't really mind enemies not showing up until they are hostile.

The whole grenade/mine/melee thing svcks...I didn't mind the way it was before...but if it were up to me I would have put crouch at L3 (PS4) melee at R3 and grenade at R1...

Also IMO I think that fast travel times should be a lot less in game hours it seems to always be night for me..travel from vault 111 to the castle was 12 hrs...I suppose that is something I could adjust on my own tho.
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Nany Smith
 
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