The smallest things. Do not let happen again F4.

Post » Thu Nov 26, 2015 7:29 pm

This topic is as follows: to post something of the old games that you would not want a repeat in F4, but are not exactly something that spoils the experience. Just a small detail that in case of not having, it would be nice.

my list:

1) My recent char.

https://lh6.googleusercontent.com/-cA1NV1F3gz8/VXcDyM1l78I/AAAAAAAAAVQ/-8vNuMDfIvM/w443-h544-no/1.png

this contrast in skin tone between the body and the neck is pretty ugly. It seems that the head of the poor lady was pasted.

2) Clipping - makes me upset when you take a hat and your hair is going through it. Or the weapon passing through the armor. That sort of thing.

3) COMPANION NOISE. NO MORE BZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ FROM ED-E. Or what would be its counterpart in F4.

And it's annoying the noise of supermutantes steps. Dont want to hear all the time when I have one of them following me around.

4) Do your buddies comment on the places you will discover. But do not cause them to be talking all the time, saying the same five sentences. It reminds me of Skyrim, that stupid Lydia wondering what's inside the cave, the same that WE BOUTH ALREADY EXPLORE. 5 MINUTES AGO.

5) This is a cool thing

http://www.samods.org/staff/magic/articles/Fallout4/FO1-End.jpg

Instead of the weapon magically get glued in the body, they could come with a holster. Personalized, perhaps? Yeah, that would be cool. Look where it is located his knife ........

6) If you have a craft system, it needs to be smarter. I can make my own nuka cola using an empty bottle of soda but not an empty bottle of nuka cola? What? WTF? ALL empty bottle should be valid. Among other examples. Oh, and if there are different types of ammunition, I want to do them all at once and not every hundred.

7) Not every child needs to be quite annoying, just saying.

If you remember anything else, I add. As I said, they are small things that if repeated, I'm ok with that. If not, even better.

Do you have any suggestions?

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Marine x
 
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Post » Fri Nov 27, 2015 2:51 am

-Keep Traits (i.e, a strength in exchange for a weakness) and make Perks only every 2 levels, not every single level.

-Keep the Jurry-Riging perk and Weapon Repair Kits.

Those will be the biggest issues for me.

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Christine Pane
 
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Post » Fri Nov 27, 2015 2:08 am

That seam is caused not by skin tone differences but by the normal map. They've since addressed that in Skyrim by switching the body normal maps over from Tangent Space to Object Space, removing tangent space mismatching along seams as a cause of visible body part seams.

What's perplexing is that they *had* a system for scabbards in Oblivion. It didn't make it into FO3/NV as gun holsters, but returned for Skyrim.

I'll just be happy if they remember to include byproduct generation in FO4 crafting since Skyrim's seemed to be missing that. Crafting needs to be able to output more than one kind of item per recipe. FONV did that right at least.

Another thing I hope simply skipped Skyrim is shopping queues. You pick out what you'll buy/sell, see the cap difference that comes with it, and *then* you finalize. This one-item-at-a-time stuff in Skyrim really made bartering a hassle, especially when you *could* afford something if you bartered stuff away to buy it but can't because neither you nor the vendor has enough money since it was constrained by "one-item-at-a-time".

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Chelsea Head
 
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Post » Thu Nov 26, 2015 4:28 pm

2. Clipping is probably going to happen in a game of this size. It can be funny sometimes tbh, not really a big issue. I'd rather them spend time writing interesting sub plots etc. than making sure nothing clips.

3. So you'd rather companions be completely silent? That about clipping made me think you were an uber-fan of immersion, but apparently not...

4. Nah, that kid from Little Lamplight was ace


My suggestion: Have more kids in the world because, let's be honest with ourselves here... children still exist, there's no hiding that.

And let me kill them in Vanilla ffs!

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Lizzie
 
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Post » Thu Nov 26, 2015 11:04 pm

I'd like to see Skyrim's character animations be included, such as strafe running and climbing steps and stealth crawling. FO3 and NV had some terrible animations in those regards. If you were running forward but hit the left or right button to turn to eyeball a foe, the entire body turned to face the camera's direction, but continued moving forward. It looked like figure skating. Skyrim fixed that. If FO4 lacked those fixes, I would release a little puppy whine. Wah wah wah. I'm sure they incorporated that technology. It wouldn't make sense not to.

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Prisca Lacour
 
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Post » Thu Nov 26, 2015 12:48 pm

No more undroppable quest items, this pisses me off to no ends. I have actually deleted several characters in FO and ES games because random things are stuck in their inventory, stop trying to hold our hands if someone sells somthing that seems important, tough [censored].
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Sunnii Bebiieh
 
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Post » Thu Nov 26, 2015 10:05 pm

loot all key can be the same as open container.

loot all key will not be the same as yes to move stack.

1 key press gets you into UI element.

Changable font size.

No reserved hotkeys.

Can change any hotkey.

MMO UI if i want it.

Hotkey bars

Mini-map

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Blaine
 
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Post » Thu Nov 26, 2015 3:35 pm

I'd like to have a little bit more tactical control over companions. I like the wheel thing of NV, it could just be a little bit more in depth maybe? Playing NV earlier, I told Boone to be passive. Round a corner, two turrets and a Mr Gutsy, easy enough to handle. Boone, 'passive' as you like, runs round the corner and decides to let rip, making himself pure cannon fodder and he consequently dies. Yeah, nice and passive mate, follow my lead and all that.

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Josee Leach
 
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Post » Thu Nov 26, 2015 5:00 pm


Hahaha yeh boones [censored]in mental, I had him with me once and I was like "boone, mate, I only wanted to scout the place out, can you stop blowing people's head's off please?!
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brenden casey
 
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Post » Fri Nov 27, 2015 12:39 am

Ha yeah indeed, he's good to have but bloody hell he loves to get stuck in. A 'scout the place out and don't lose the plot' option on the command wheel would be useful.

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Juan Suarez
 
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Post » Fri Nov 27, 2015 1:32 am

The problem comes when you sell something that seems supremely unimportant, and it turns out some quest designer thought "Well that rare and valuable bottle cap is obviously something no down-on-his/her-luck wasteland wanderer would ever part with to get food, meds and ammo. I'll make it a major-quest vital item."

If quest items can be sold or discarded, it should at least be possible to replace them, even if it's at significant cost or difficulty.

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Kaylee Campbell
 
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Post » Thu Nov 26, 2015 6:54 pm

I'd rather they just have a Quest Items tab in the inventory menu. At least then it's all there in one spot and you can mostly forget about them, like keys. And make it more clear that quest items don't actually count toward your carry weight; a lot of people still think they do.

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c.o.s.m.o
 
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Post » Fri Nov 27, 2015 3:42 am


Ok good point, but instead of it being permanently grafted into your inventory how about a simple pop up which appears when you attempt to sell it saying something like "this item may be useful at a later point, are you sure you want to sell?". If someone's dumb enough to still sell it then more fool them.
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Becky Palmer
 
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Post » Thu Nov 26, 2015 4:55 pm

just 1 thing i never ever want to see again in any fallout game:

an absurd amount of quest- and game breaking bugs like new vegas' first release had them. made it, for large parts, totally unplayable. makes me wanna scream even looking back at it from 4y later :-|=|

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TWITTER.COM
 
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Post » Fri Nov 27, 2015 1:55 am

Good luck. TES fans have been barking up that tree since Daggerfall came out in 1996.

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Izzy Coleman
 
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Post » Thu Nov 26, 2015 7:03 pm

Indeed :)

Or perhaps less immersion breaking, when the item is needed you always have the possibility (if you've disposed of it) of being sent to some randomly selected merchant who now has it (who will sell it to you for more than you sold it for) or to some randomly selected slaver, bandit chief, or crime boss who got it as a gift from a crony and who will make you fight for it.

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Cheryl Rice
 
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Post » Thu Nov 26, 2015 12:56 pm

oh yeah, remember two other little things

1) Poison. Yesterday I pick a hard fight with that crazy Fiend, Violet (I was in level 2). After a few failed attempts, the strategy to kill her was poison some spears and let the poison do its job. Cool. But I've played with a tribal character means before. The poison becomes useless when you are in high level, because you will inevitably kill your target well before the poison do some damage.

So the suggestion is: do most useful poisons. That dart gun in F3 is a bit broken, but it's great.

2) Dont share the same model with 2 itens. Large empty whisky bottle should be diferent from Scotch. Paint one with another color and done.

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[ becca ]
 
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Post » Thu Nov 26, 2015 7:55 pm

nah. nothing beth has ever published even came CLOSE to the bug apocalypse fnv was

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sam smith
 
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Post » Thu Nov 26, 2015 5:15 pm

One thing that always bugged me was when I'm watching an intended target walking on the other side of a wooden fence, then the target gets to an area of the fence that is missing several planks and I take the shot only to have my bullet bounce off of the invisible barrier that is still there, even though visually there should be a huge hole in the fence. Basically, if I can see it then a bullet should be able to pass through that area.

Along those same lines are when I'm standing behind a low barrier with my rifle obviously above the barrier and sometimes extending out in front of the barrier, I take the shots only to start shooting the barrier that is blocking me, even though visually it is not.

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Curveballs On Phoenix
 
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Post » Thu Nov 26, 2015 3:59 pm

Yeah, I'll go for that, sounds good much better than quest items, I have proper OCD about things being stuck in my inventory, I know they don't weigh anything blah blah blah but I just don't want them there, it annoys me. I remember in operation Anchorage I thought "right this is a computer simulation so at least I'll be free of those accursed quest items" , but nooo! Right that's that sorted now onto essential NPCS. . .
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Jessica Nash
 
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Post » Fri Nov 27, 2015 12:45 am

No more using the same models for Unique weapons and armor, etc. Make them unique, it's next gen. I'm more than confident Bethesda has resolved this in Fallout 4.

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Sierra Ritsuka
 
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Post » Fri Nov 27, 2015 3:48 am

Daggerfall was the bug apocalypse.

How do we know this? After patch 2.13, gamesas threw up their hands and said "We're enabling the dev console by default. Here's a list of common bugs; use the associated command when one happens to you."

Daggerfall was literally so buggy that gamesas gave up trying to fix it.

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HARDHEAD
 
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Post » Thu Nov 26, 2015 3:40 pm

Wasn't there a rather infamous bug on some the the larger randomly generated dungeons that you could actually get so far in that the entrance would load out of the memory, and when you tried to go back it wouldn't be there because the game had generated something else in its place, thus trapping you there forever?

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Kayleigh Mcneil
 
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Post » Thu Nov 26, 2015 2:26 pm

Too late, if it is in, it is in. If it isn't, it isn't.

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Scarlet Devil
 
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Post » Thu Nov 26, 2015 3:04 pm

The same fettered clutch of seemingly 5 voice actors doing every voice in the game.

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loste juliana
 
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