It might seem trivial to some, but this is important for me and roleplaying. I HATE the weapons just vanishing, its so stupid.
It might seem trivial to some, but this is important for me and roleplaying. I HATE the weapons just vanishing, its so stupid.
Major - a single "back" button for ALL screens
- Mappable PC Keys. Preferrably a primary and secondary, but no locked/hardcoded keys.
- Everything that's scrappable should be scrappable from the bench. For example, I have to drop piles of raider leather, road leather, etc., and cloth jerseys, caps, shirts, pants ON THE GROUND in order to scrap them because they don't appear in the scrap menu.
Minor - I'd like a "scrap all junk" option. I know some people CLAIM they "usually" get everything, but I've seen too many posts where auto-scrap ONLY gives you the rare components you are missing and destroys the common/uncommon you don't need at the moment.
- It's been said before...why the heck do I have to build STANDARD and waste adhesive to remove current mods on weapons (or armor)? Either give us the option to get all non-standard mods on all weapons if a weapon is scrapped, or let us get mods the player has created when scrapping a weapon, or give us a percentage chance to save the mod based on the level of armorer or gun-nut. For example...say there are GN level 1 and level 2 mods on a found weapon. You don't have any points in Gun Nut but want to move the mods? Scrap the gun, 75% chance to save the level 1, 50% for the level 2. You have a point in GN? 100% chance to get a mod you have the skill to create and remove, 75% chance for the level 2. Maybe make FOUND mods on enemy weapons slightly harder. Makes sense to me.
Added Major-12,13,14,15,16,17,18,19 & Minor-6,7,8,9,10
From the top of my mind:
.)Opt Out Option for PC Voice + Full Dialog + Choosesable Dialog out of a list (Like in TES,FO3,FONV)
.)When I favorite an item and push the button I want to equip it if not equipped and unequip it if equipped.
.)Slavery - Best implemented into settlements
.)Raider Settlements - Maybe with options to let your raiders roam and rob caravans
.)Make Power Fist usable in Power Armor!
I'd like to make a suggestion if I may?
what would make the experience better for me is if I knew what level I should be before I attempt something, Perhaps when you discover an area it could tell you what level it is at.
Sometimes my experience of the game is not good since everything I go to do is way too hard, and others it's too easy.
When I'm selling and buying from vendors I dont want to have to trawl through an alphabetical list of all the stuff we both have. There should be categories split out into weapons, clothes, ammo, meds, junk etc
Ive probably spend about 5 hours of my gaming time just sifting through trying to pick out all the bits I do and dont want. Invariably you always miss something and have to go back again as your carry weight is too high.
UI in general needs a workover
Uh, vendors *have* that, just press side directions on the d-pad (no idea what control it is on PC, maybe arrows or A&D) and it shifts to category tabs.
The PC has < and > on each side to go through the categories, though at times it does bug out and the < > disappear. [F5] and [F9] generally fixes this. Pain of a bug though.
I especially agree with point 1. or I would at least like an easier way to find settlers that are not assigned to anything. For example I've got 17 people in one of my settlements, I know what 13 of them are doing but there are 4 according to my calculation that are not doing anything. I've got 4 stores stalls that I want to assign these 4 unassigned settlers to, but I can't find them.
What Fallout 4 definitely needs is better UI for PC. Really Better UI, like in modern games. I've spend my last 4 hour in game working with interface. I don't want to explore new locations because it is such a pain (overload, companions break stealth and on). I've almost tried to get refund from Steam.
So the Interface - it is really bad and unsuggestive (how should I know of how to go out from Power Armor? Why can't there be tip "Hold E to exit" on screen?). Like REALLY. Especially on PC. And the interface in F3 was somewhat fine - I don't get it why they should always break what worked fine in a sequel.
And I don't get why they release an AAA game without good interface.
Companions:
1. I didn't get how to equip companion until I looked in the internet. That's no good for an AAA game. I didn't even realise that there is a possibility to equip them - because button to equip only appears when selecting the item companion can equip. Can't you just place the disabled button on other stuff? And why the equipabble staff isn't highlighted somehow?
2. Command menu is awful - it is not needed at all, but it usually breaks the action when accidentally selected a companion. Why don't use interactive cursor - like select enemy by moving a crosshair to it and hold E button to companion attack. Or a selecting an empty place for moving companion there by holding E? It is simple. It is useful. And not the command menu.
3. Stealth - the companions should not break stealth or just hide anywhere while in it. And I should be able to send them away and then summon it. I dont want to be a companion babysitter.
4. There should be button for summoning an active companion like X summoning Roach in Whitcher 3. I don't want to look for a companion when want to talk with them or if it stayed somewhere in other room.
5. Companions shouldn't auto attack foes if they not yet attacking me.
6. Make me able to send companions to store stuff in workbench, like in Torchlight.
7. Taking all stuff from companion by R shouldn't let me take equipped things.
Inventory:
1. Remove the weight of Junk. Yes, it is not realistic, but the game isn't much realistic already and this just will be great. I'm afraid of exploring because even a small cave has so much junk in it that I need to travel to base, then to cave, then to base again. It is not fun. Look at the Whitcher - they removed the weight of ingredients and the game hadn't become worse. Only better. Overload is a cool feature but always overload is no fun. And don't tell me I do not need all junk. I want it. And I need it for upgrades. And I recieve it, just a hour longer. Or just the point 6 for companions.
2. Why there is two different buttons for working with containers? Whyyyy? Why I can't place anything inside by E? Why I can't chose Transfer inside the workbench menu if I already there? Why so much workbenches - you could make tabs in one workbench.
3. There is need for separating armor which consists of parts and full body armor. You could do suggestive tip - like highlighting armors you can equip without unequiping already equiped armor. Or you could do two tabs for different types of armor.
4. Is there a way to select rows with WASD only? Without mouse? Like holding Shift and WASD or something?
5. Why favorite buttons isn't replaced when assign new item to the already buzy slot?
6. Workbenches need tabs for items like the inventory. Weapons, Apparel, etc. (edit: it seems the tabs are there but the arrows sometimes not visible)
7. I unmodified a lot of weapons to make use of their mods. But Workbench interface isn't showing which mods I already have (thus I won't spend parts on them).
8. Stats is a part of inventory so let it be here as well - why I can't scroll stats sheet by Left Mouse button? Why only right? If you don't know how to do it - look at the smartphone scrolling.
Dialogs:
1. I didn't get any pluses of new system (such as you can walk while talking) because there is no pluses in the beginning of the game, I just don't need to walk while talking because I, err, doing talking right now. But I've got full bunch of minuses because I sometimes walk away from suddenly happend dialog or my dog walks away when I'm trying to talk with her (looks like a bug).
2. Reply buttons too small on my 2560x1440 for mouse and on keyboard - cursor keys really? Is there a way to choose reply with WASD? I don't have spare third hand on cursor keys.
Other comments like highlighting settlers or companions (I hate looking for a dog every time) when on base were already mentioned here.
I might consider buying the game before bargainbin prices if they added a gameplay mode that retooled the combat to be more accuracy than HP attrition heavy (through character progression -- related perks and stats) and replaced the minigames with RNG checks (or made it optable), removed essential NPC's (companions too), and revised the PC interfaces (dialog included). There's more, but I can't bother writing it all right now.
An indicator to know how many buildings you can still build in any given settlement. Often I'm halfway through building a house and I get the damn "Nothing more can be built" indicator, it'd be nice to know beforehand.
Things I really want:
1. Store nodes for your settlement that aren't a mall kiosk. If I build a bar then I should have the ability to place down a node that lets an NPC be a bartender in it instead of being forced to place a lemonade stand outside of it because it's too big to fit in the building! It would be really great if we could have store nodes that are more like the fast travel node: A small unobtrusive item that we can place anywhere we deem appropriate.
2. Guard post nodes that aren't a little barricade. Basically the same idea as the store nodes. The barricades are fine, but there are plenty of situations where you would want an NPC to guard a certain location where the barricade just doesn't fit or isn't appropriate.
3. Shelter node. A node that all non-guard NPC will retreat to in a fight.
4. The ability to rename NPC in my settlement the same way I can rename weapons. Given the fact that I have to make up all the relationships and jobs and what not for all my townspeople anyways, just let me name them too. If I decide that a bunch of them are a family by putting them in the same house then it'd be nice if I could just give them a name.
And some things about power armor:
5. Different types of fusion cores. It would be great if there were different kinds of cores that you can use to power your armor in different ways.
Examples:
- Battery core, which can be topped off at settlements that have power to spare. (So you can run your power armor on wind turbines if you want to go green!)
- Breeder core, which recharges by itself at a slow rate. (Too slow to allow continuous use of the armor, but it will refill itself in a day or so)
- Air-cooled core, which doesn't run out of coolant at all, but instead builds up heat that can damage you if you run/jump too much, or cause a meltdown if you let it hit 100. (The heat drains when standing still, remains steady when moving regularly, but builds up when sprinting or jumping.)
- Fission core, which is cheap / craftable, but slowly irradiates the user. (If you have a little F.E.V. in you you get to bask in its healing glow.)
The whole idea of managing energy in a post apocalyptic world is very interesting to me, and I think it would make the game a lot better if there were a variety of solutions available, rather than just making the coolest thing in the game run on batteries.
Yea, some graphical fine tuning options for PC would be nice. I think there is a "Mod" for that already, where someone created a little interface for editing various ini settings.
Yes to pretty much all points. Do game developers do any kind of usability testing with members of the general gaming population (who are sworn to/paid for secrecy, of course)? I'm only about 5-6 hrs into my playthrough, and nearly all of these are very very obvious needs that were immediately apparent to me (some of which are small fixes which would result in IMMENSE improvement in gameplay experience). While some are personal preference-driven, I've seen enough different people mention settlement/settler UI woes (for example) to know that I'm not the only one who finds it difficult and annoying (when it really shouldn't be). If I were a developer, I wouldn't want people to find a major new component of my game annoyingly obtuse.
I think the general idea with the settlement system the way it is was that they really wanted you to do all the organizing and building in first person so that it would be an immersive experience, rather than turning it into a menu driven system. It's a noble intention, it just doesn't always work particularly well. Stuff like having to walk up to every plant and manually checking if its being worked so you can figure out if you have too few or too many farmers assigned is just tedious, there should really just be two numbers in the food meter for your town, and simply say something like "20/24" to let you know you're harvesting 20, but you have the potential to harvest 24 if you assign another worker.
- A way to track companions; maybe companion markers like New Vegas.
- Ammo types
- A faction reputation system
- Ron Perlman, I've not finished the mainstory but i've heard people suggest that he doesn't narrate the ending slides (if there even is any).
It's omissions like Ron Perlman from the intro /outro of the game that demonstrates Bethesda's complete apathy towards the tradition and history of the series.There's no need to remove him from his salient role within the series; he's been with the series for 18 years (only to have his involvement marginalized).
- New Vegas style challenges.
- A 'request track' feature, almost (though not literally) like a listener request during the radio shows.
- A way to transport goods like the Mojave express.
- The ability to wait anywhere at anytime, even if we have to take a chem and experience a 'trip' for time to elapse.
Separate section for notes and holotapes.
Why they would ever remove that system is beyond me.
After ~50h i can say what i would like to see besides the great list on page 1:
Yea, there really need to be more modifiable clothing pieces that go under your armor. The Vault suit gets kind of fetishized to absurdity in Fallout 4. On the one hand, it's nice that you can actually wear it all the way to the end of the game, on the other hand, the character in Fallout 4 spent all of 5 minutes in the vault from a practical standpoint, and in that time the world ended, they were betrayed by Vault-Tech, their souse got killed and their child kidnapped. Why exactly would they be super interested in acting like they are some kind of vault dweller? This would have made more sense in Fallout 3 where the character actually grew up and lived in a vault.
John Eden raised a valid point - Does Ron Pearlman have no voice role in this title? I would at least expect his voice in the ending slideshows.
I was already slightly disappointed his open-narration was cut for our PC male voice actor.
I love the game and i'm totally addicted to it, but it would be awesome if you gave us more music.
The songs on Diamond City Radio got the right Fallout feel, but after 60+ hours of gameplay they tend to get annoying, simply because you've heard them too often.
There could be more radio stations, a feature to play your own music library or even better:
A build-your-own-radio-station-quest with old records as unique collectable items!
Objectives:
1. collect a certain amount of records
2. build and attach a DJ table to the radio beacon in your settlement
3. assign one of your companions as radio host
Strong hosting a radio show would be hillarious!